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Cdijk16

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  1. Most tier list discussions or unit comparisons of any kind assume that the game is being played on hardest available difficulty. Higher difficulties (including Radiant Dawn) tend to sharply reduce the rate at which EXP is gained. In RD and POR, the about of BEXP is also sharply reduced. This makes requiring significant EXP investment to become competent a much more severe downside. This also means that under-leveled units with low bases will take a lot more time to become competent and require more effort in babying them and feeding them kills. Edit: I think it is mostly accurate to describe a high investment unit as one requiring significant investment in any three or more of EXP, Limited Resources like such as promotion items or stat boosters, effort put into training them and real time investment put into training them in order to become competent.
  2. I find that Lyn and Eliwood are both relatively hard to raise in Hector Hard mode, while Hector is relatively easy. Hector is fairly bulky and has 1-2 range, and has WTA against the large number of FE7 Lance users. Lyn and Eliwood are both somewhat frail, lack 1-2 range, don't have very good attack and only have 5 movement, often face WTD due to large number of lances in FE7. This makes it tough to feed them kills sometimes. I think Eliwood is harder to raise because you can at least give Lyn a few levels during Lyn mode, which you cant do for Eliwood. I wouldn't call either Eliwood or Lyn unusuable, but you can ignore training them and get by just fine. It isn't too hard to keep them safe in maps which force-deploy them.
  3. List of Maps in FE6 which I think are poorly designed: Fire Emblem 6 1. Chapter 6: This map would be mostly fine if not for the Turn 8, Turn 12 and Turn 16 ambush reinforcements that only show up on the Hard difficulty. The Turn 8 ones are especially egregious because you most likely be in the boss room by then in a casual playthrough, making it very likely that you will be caught off-guard by them and get one or more of your units killed. Since you only have one Thief, getting all of the chests is also very tedious and will likely force you to face more reinforcements. 2. Chapter 8: It's a very long and boring map. The enemies are too weak and spread out to be much of a serious threat and the map just takes a long time to get through. It also features annoying ambush spawns, though the ones here are not nearly as bad as the Chapter 6 ones. 3. Chapter 8x: The boss is too strong for this point in the game and has a very scary crit rate on Rutger, who is only of the only characters good at fighting him. It can also be tedious if you don't use Shanna to ferry Rutger and other units across the gap and skip a good chunk of the enemies. 4. Chapter 12x: Very boring and easy map. The gimmick is inconsequential and never poses a serious threat to the player. 5. Chapter 14: Very scary map if going into it blind. It's not that hard if you know where the enemies are beforehand and use multiple fliers to rescue your weaker units. Very high amounts of Desert terrain make most of your best combat units like Marcus, Zelot, and the cavaliers poor choices. 6. Chapter 14x: The disappearing floors gimmick is very annoying. Double Bolting Sages in center of the map are very scary and can kill nearly any one of your units if they both hit them, forcing a reset. However, it is very easy to skip having to play most of this map if you use the Warp staff obtained in the previous chapter. The only good thing about this map is the fact that you can easily cheese it with Warp. 7. Chapter 16x: This map is simply tedious to get through due to the high number of siege tomes. This map's gimmick is also far too random to strategize around and can randomly screw you over. It adds nothing to the map except unnecessary variance. 8. 20x Ilia: Very tedious map. Walls separate the enemy groups from each other, making it so that that you can easily pick off the enemy groups one at a time. This makes the map quite easy as well. 9. 20x Sacae: This map is very easy to cheese. If you hard reset the game, skip the opening cutscene immediately and don't interact with anything in the unit or item menus before starting it, the correct Seize point will always be the bottom right/ rightmost one. The Druid boss on that gate can be reached on Turn 1 by any 10 Movement Flier. Your 10 Mov flier can one round the Druid with a Killer Lance crit, allowing you to Warp in Roy and Seize on T1. If it doesn't work the first time, simply reset until it does. HM: Chapter 18 and 20 of Sacae route. I did not include them as the first is too easy to trivialize with Delphi Shield Melady and the second isn't very hard if you Warp Rutger to kill the 2 Bolting Sages in the center of the map.
  4. I gave a total of 3 boots to Rutger and also gave 2 to lance. I also only gave Niime one pair of Boots and gave the other two to Shanna and Alan, though in retrospect it would definitely have been more optimal to give 3 to Niime.
  5. 1. The units in my Chapter 22 roster + Klein are the only units I plan to use throughout the rest of the game. Everyone else on my save file besides Klein and Igrene are too under-leveled to be useful in any of the endgame chapters. 2. I can't think of any specific instances where a 14 Mov Melady would be better than a 12 Mov one. I mostly considered getting her to 14 Mov because high Mov combat fliers are always great. 3. My Klein also has S-rank bows, but Shin is using the Murgleis already, so I won't be giving him any Boots this time around. My Percival is nearly at S rank Axes for Armads, which will be very useful in Chapter 24 and he's already one of my best combat units, so he will be getting 2 pairs of Boots. 4. My Niime is also nearly at S-rank Dark for Apocalypse, so I'll give her some Boots so that she can keep up with my super movement mounted units. My staffbots mostly use Physic, so them falling behind my super Mov units shouldnt be too much of an issue. 5. My Rutger is one of my strongest combat units and best boss-killer by far, so I'll give him another pair so that he can get to 12 Mov and reach Zephiel on the same turn he is revealed without needing a Warp staff. 6. Good point on Elphin, will do. 7. My Fa has 27 Dragonstone uses left, which should be more than enough for the last 3 chapters of the game given she mostly fights on player phase and doesn't double. I'll give her 2 Boots to let her keep up in Chapter 24 and not have to be rescue dropped while also contributing something combat wise.
  6. I am doing another playthrough of Binding Blade on Hard mode, this time going through the Sacae route. I have obtained 18 pairs of Boots from the Chapter 21 Secret Shop and would once again like to request advice on how to optimally allocate them. My roster for Chapter 22 is as follows: Roy (4/1), Shanna (10/5, roughly average stats + Angelic Robe), Miledy (11/13, 10 Movement), Lance (16/8, Speed and Strength blessed), Shin (16/14, S rank bows), Cecilia (About average, B staves), Elphin, Percival (11, nearly at A rank axes), Rutger (10/16), Alan (16/3 , roughly average, Speedwings invested), Niime (not yet at S dark), Saul, Lugh (A anima), Dayan, Klein, Deke, Yodel , Fa. Since my goal is to clear chapters as fast as possible without putting units at risk of death, I am thinking of concentrating the Boots onto a small group of mounted units instead of spreading them thin throughout the whole army. Having a few mounted units with 12/14 Movement may be more useful for my goal than a whole army with 8/10 Movement. 12/14 Mov mounted units would be capable of reaching objectives in less turns and with some smart use of the Rescue-Take-Release commands would help bring my other units to a similar level of movement. Below is my current ranked list of who I plan give the Boots too, with the number of Boots I plan to give them. I still have 4 Boots left over and havent decided who to give them to yet. I would also appreciate a second opinion on some of my existing choices. 1. Miledy (2 Boots) 2. Lance (2 Boots) 3. Rutger(2 Boots) 4. Shin (2 Boots) 5. Percival (2 Boots) 6. Elphin (2 Boots) 7. Alan (1 Boots) 8. Shanna(1 Boots)
  7. Continuation of the OP 8. Dieck/Ogier: This is another interesting case. Ranger and Hero is one of the more balanced promotion choices in FE8, and this likely carries over to FE6 to some extent. I think Hero is better overall as it gives him 1-2 Range with Hand Axes, which is a big deal. Ranger also has a decent case as it gives 1 Extra move(very useful in FE6 large maps, helps him keep up with the rest of the team without being rescued) and lets him deal chip damage while avoiding counters. I think having bows would be more impactful too due to FE6's stronger enemies. 9. Ward/Lot: Would benefit greatly from the speed provided by the Hero promotion. Gaining swords would also be great for them as using them would help alleviate their bad hit rates. Would be a little better, but their promotion item is still very contested and they still have bad hit rates prior to promoting. 10. Chad/Astol/Cath: Still can't promote as the Thief promotion item doesn't exist in FE6. They might face some competition for Thief utility from Assasins in theory, but the game's two Myrmidons have little reason to go the Assassin route anyways, so it shouldn't be much of an issue. More or less unchanged. 11. Lugh/Lillina/Hugh: All 3 would be greatly improved by going Mage Knight. 7 Mov would help them keep up with the mounted units and they would also have fantastic Rescue-drop utility thanks to their low con. They would also be able to use Mend staves right after promotion. 12. Clarine: Would be much worse off due to losing a whole point of movement. Mage Knight would be marginally better as Anima magic is better than Light magic overall. 13. Rutger/Fir: Would be mostly unchanged. They would still prefer to go Swordmaster as +15 Crit rate helps them to more consistently one round enemies. Using them for Thief utility would be a waste of a good combat unit and Silencer proc rate is too low to rely on. They' would both get a little worse as they lose 15 Crit. 14. Sue/Shin: Mostly unchanged. Would get a little worse in relative terms as now as the unpromoted archers and the 3 mages will compete with them for the role of mounted chip damage. Increased number of mounted units would also make their Rescue utility less unique. They'd still be better at both these things than the promoted archers and mages as they still have 1 extra movement compared to them though. 15. Trec/Noah: See Alan/Lance. Increased number of mounted units means their Canto, high Mov and rescue-drop utility is less unique.
  8. 1. I am a bit unsure about Slayer being effective against FE6 Manaketes since the playable Manakete Myrrh isn't affected by Slayer. Manaketes (unlike Draco zombies) are not treated as monsters for the purpose of effective damage from Slayer and monster slaying weapons according to this page from the .org Wiki: Bonus damage - Fire Emblem Wiki , so I assumed Slayer wouldnt be effective against FE6 Manaketes either. 2. Nomads and Nomad Troopers are assumed to be distinct from Rangers since there aren't any Nomads in FE8. They still get to keep their 7 and 8 Mov respectively. They are exempt from split promotions since there is no precedent in FE8 for what unpromoted Nomads would have as their second choice for promotion.
  9. I normally just use a Sleep staff on him. Sleep staves have good hit rates on him due to his low Res, making this a fairly reliable strategy. It also doesn't tie up any units for more than a couple turns. In case this doesnt work or you cant use it, I reccomend walling him off with a few unarmed units backed up by healers in a narrow corridor. His hit rates are awful and he double almost nothing, so he wont be able to break through. I dont like this method much though, as it ties up important units who could be doing something more productive instead if they didnt have to wall Douglas.
  10. I've been wondering how FE8's split promotions would change the meta. Below are my thoughts on them for the first few characters you recruit. Note that I'm assuming that all classes use the FE8 versions of their stats for the purpose of this analysis. I'm also assuming Hard mode. I will go character by character, but I will group together some characters who are very similar to each other such as Alan and Lance. 1. Roy: Assuming he keeps his original FE6 promotion, he shouldn't be affected much by this. Many other units would get better thanks to being capable of gaining a mount, making him worse relative to the rest of the cast. 2. Alan and Lance: Paladins are way better than Great Knights, these two have no real reason to pick the Great Knight path. Slightly better stats is not worth losing out on 2 whole movement for, especially on FE6's large maps. The Paladin versions of these would lose access to axes, but they dont use them much anyways. 3. Wolt/Dorothy: These two units would be improved a lot by this. Ranger is a big upgrade over Sniper. It would make them less outclassed by Shin and Sue once you get them, though they'd still have 1 less movement than them if both are promote. Swords would also give them weapon triangle against the high number of axes users in the Western Isles, provided you can promote them by then. However, they would still face stiff competition from Sue and Shin due to still having 1 less movement unpromoted. 4. Bors/Barth/Wendy: All 3 of these would improve by gaining access to Great Knight but getting 6 movement and swords + axes on promotion still isn't going to salvage Wendy and Bors. Wendy and Bors still have low speed and movement and are lance-locked in a game full of enemy axe users, making it hard to get them to level 10 for promotion. Barth would be improved the most by this change as it is relatively easy to get him to level 10 for promotion. But their promotion item is still very contested and will likely go to one of the cavaliers anyways. 5. Elen: Promotes to Valkyrie now. 7 Mov + Canto is an improvement over Bishop's 6 Mov and Slayer is useless in FE6. Her combat would still be poor due to low Might of Light tomes and base Magic. She would also have a lot of Rescue utility. This would put on her on more even footing with Saul and make her much better overall. 6. Saul: His combat would be marginally improved by Anima magic, but he's not really used for his combat anyways. Anima magic has higher Might than Light magic, making Sage the better choice for combat purposes. There are no monsters in FE6, making Slayer useless. 7.. Shanna: This one is actually an interesting case. Shanna benefits a lot from gaining swords from her Falcoknight promotion during the Western Isles arc. Falcoknight also gets more HP, Def and Res. Wyvern Knight would give her +4 Con, preventing her from getting weighed down by Iron Lances and not getting weighed down as much by heavier weapons. Pierce is also nice, but has too low an activation rate to be relied on. I think that Shanna actually has a decent case to go for Falcoknight here.
  11. Both of them got the Boots stat booster. I decided against giving Boots to Roy since mine is extremely under-leveled (stats are almost equivalent to base Roy + promotion gains) and he gets carried to the seize point by one of my mounted units anyways.
  12. As a side note, I think giving a second pair of Boots to Melady was certainly the right call efficiency-wise since in Chapter 24 it allowed me to kill Zephiel and seize the throne on the same turn as revealing him in conjuction with 2 Warp staff users, Rescue staff Cecillia, a Dancer and a very strong Durandal Rutger. It also did wonders for speeding up my Chapter 22 and 23 clear in general. Melady is great at making use of 12 movement thanks to her high offensive stats and Delphi shield. For anyone reading this, If you have Boots to spare, I definitely recommend giving a second pair of Boots to Melady.
  13. Thanks for the advice! I'm going to give the Boots to Klein since my Niime can't use Apocalypse. 1. My Clarine only has 10 Magic compared to Yodel's 19 Magic, which means Yodel has much better range and healing when using the Physic staff and other similar long-range Staves such as Warp. I'm also making heavy use of the Warp staff to shave turns and skip large portions of chapters, making Yodel's extra Warp range a big boon. also don't have any other good fillers I could be using (Deke and Saul are both dead in my save file, and a promoted Ellen is my only other option), so I'm going to field Yodel as one of my fillers. I'm still going to use Clarine though since I want multiple staff bots and her Rescue utility is very nice to have. My Clarine is bad at combat due to only having E rank in Anima magic and very low Magic, so I'm not giving her the Boots. I'm not planning to give either one of them the boots, the only units out of that list I was seriously considering giving Boots to are Echidna and Klein. 2. I use Cecilia as a Staff bot most of the time, and I don't have a whole lot of good fillers on my save file, so I'm still going to deploy her for Chapter 22-23. Everything I said about Yodel above also applies to Cecilia minus the stuff about Warp. Mine can't use Forblaze and isn't very good at combat, so I'm not going to give her the Boots either. 3. Just to clarify, by a moderately fast playthrough I mean I play as fast as possible without putting units at a significant chance of death. I also use Warp staves and rescue-drops to reduce my turn count. For reference, I completed Chapter 21 in about 10-15 turns, Chapter 22 in 14 turns and Chapter 23 in 11 turns. (all of these involved heavy Warp staff usage by Niime and Yodel).
  14. I used a Sleep staff on him(Douglas). I have already cleared chapter 16, I am on Chapter 21 currently.
  15. Which units in Fire Emblem 6 are the best users of the Boots-stat boosters from the Chapter 21 secret shop in the context of a moderately fast play-through of the game on Hard mode? Note that I have already given the Chapter 14 Boots to Melady. I am currently considering giving them to the following units in order of priority: Perceval, Alan(trained and promoted, somewhat stat blessed), Lalum, Rutger and Lance(trained and promoted). I can afford 9 Boots in total and haven't yet decided who to give the last 4 to. (The units mentioned above are going to get the first five Boots for sure.) Just to clarify, by a moderately fast playthrough I mean I play as fast as possible without putting units at a significant chance of death. I also use Warp staves and rescue-drops to reduce my turn count. For reference, I completed Chapter 21 in about 10-15 turns, Chapter 22 in 14 turns and Chapter 23 in 11 turns. (all of these involved heavy Warp staff usage by Niime and Yodel). Edits in response to replies: 1. @ARMADS!!! Yes, I plan to play through all of the Gaiden chapters and get the good ending. I will consider giving it to Roy since I have a ton of Boots and can spare one for Roy. I am playing on hard mode though, so it may be more productive to give it to a strong combat unit to make it an even better combat unit. I am also considering giving another pair of Boots to Melady. 2. @Shanty Pete's 1st Mate I am using Thany/Shanna consistently and use Zeiss if I have 14 or more deployment slots. Both my Zeiss and Shanna are promoted as well(they were both promoted at level 10)(my Shanna has been given an Angelic Robe and a Dracoshield as well). I am strongly considering giving one of my Boots to Shanna, but I'm not sure on Zeiss since he's one of my weaker units. They're both good choices for Boots though since it would improve their Rescue-dropping abilities a lot, which is the main reason I use them. 3. @ARMADS!!! I meant to say I had 4 Boots left over AFTER giving 5 of them to Perceval, Alan, Rutger, Lalum and Lance. I'm going to take your advice and give one to Melady, Shanna and Roy. I still have one pair of Boots left over, who would you reccomend giving this one to? I was thinking of giving it to Klein since he can use Murgleis and the last 3 chapters are full of enemies Bows and the Murgleis are good against. The members of my Ch22 roster that have not yet received boots are: Cecilia, Clarine(promoted), Echidna(can use Armads), Niime, Zeiss, Klein(can use Murgleis), Yodel and Fa. Thanks for the advice!
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